Sultans of Smack

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Jairami

First Post
Fighter Mage Smackdown
Originally posted by Iku Rex

Note: Only DMG, PHB, MM
Human Barbarian 1/Transmuter 7/Lore 7

Base stats: Str 13, Dex 13, Con 15, Int 20 (+3), Cha 8

Feats (Human +1, Levels +6, Wizard Bonus +1, Loremaster +1 = 9 Feats) : Empower Spell, Extend Spell, Still Spell, Quicken Spell, Dodge, Weapon Focus: Scythe, Improved Critical: Scythe, Skill Focus (Knowledge: Something), Power Attack
Equipment:
Ring of protection +3 18000
Mithral Plate +5 35500
Large Animated Shield +3 25170
+1 keen, Frost, Shock, Flaming Scythe 50318
Manual og Gainful Exercise +2 55000

Total: 183988

Running Spells:
Permanent Polymorph Other, Fire Giant
Extended, 2x Empowered Bull's Strength: Avg. +7 Str, 28 hours
Extended, 2x Empowered Cat's Grace: Avg. +7 Dex, 28 Hours
Extended Greater Magic Weapon (+4), 28 Hours

1st Round:
- Contingency: Haste (Instantaneous)
("If I think I am about to be attacked", or something like that...)
- Quickened, Stilled Enlarge (Free Action)
- Stilled Tenser's Transformation (Partial Action)
(From Haste, before regular action)
- Rage
- Full attack

Then Full attack + attack

Base AC 10
Size -1
Natural armor +8
Dexterity +3
Haste +4
Dodge +1
Dodge Trick (Loremaster) +1
Ring of Protection +3 +3
Mithral Plate +5 +13
Large Animated Shield +3 +5
Rage -2
Total AC: 45

I am only hit if he rolls a 20, so total average damage = (50/20)*2*7 = 35

Attack bonus (BAB 15/10/5):
Fire Giant Strength 31 +10
Bull's Strength +7 (Str 38) +4
Enlarge (Str 40) +1
+2 Inherent Bonus (Str 42) +1
Rage (Str 46) +2
Greater Magic Weapon +4 +4
Weapon Focus +1
Weapon Trick (Loremaster) +1
Power Attack 6 -6
Total: +18

AB: +33/+28/+23

Damage:
Huge Scythe (2d6, avg. 7) 7
Strength bonus 18
2-H Weapon 9
Greater Magic Weapon 4
Flaming, Frost, Shock (3d6, avg. 10,5) 10.5
Power Attack 6
Critical 18-20/4x: 3*44 * 3/20 19.8
Average Damage: 74.3

20 (2+6+[2*6]) attacks only miss on a 1:
20 * 74.3 * 1/20 1411.7
7 attacks hit on 7-20:
7 * 74.3 * 14/20 364.07
Average total damage: 1775

Score: 1775 -70 = 1705

I didn't include Improved Invisibility or Blink, since that would require unreasonable assumptions about the opponent.
 

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Jairami

First Post
Warrior Priest Smackdown
Originally posted by jeffhartsell

I'll cheat and post one with spells that only last 15 hours. However, this is quite the munchkin considering the 15 hours is plenty long to clear out a dungeon. Assuming no elemental defenses, I'll also assume I'm fighting evil.
Human Cleric14/Contemplative1

Domains: Glory, Good, War

Stats: Str 13+1 (book), Dex 13, Con 11, Int 11 Wis 16+3 (levels), Cha 14

Equipment
+1 keen holy/shock/flaming scythe 72318
+5 mithral plate 35500
Large Animated Shield +5 49170
Manual of gainful exercise +1 27500
Boots of Speed 8000
= 192488

Feats:
empower spell, improved crit, weapon focus, quicken, dodge, power attack, martial(scythe)

Spells:
Polymorphed into Fire Giant (permanent)
3x empowered bull's strength 15th CL (15 hours) (7th)
Greater Magic weapon 15th CL (15 hours) (3rd)

Attack:
Str 31 +8 (bull) +1 (book) = 40 +15
BAB +15 (divine power 15th CL) (7th)
+5 luck (quickened divine favor 15th CL) (5th)
+5 (greater magic weapon-15th CL) (3th)
+1 focus
-3 power attack
= +38

Damage:
Huge Scythe 2d6 +7
Str + 2-handed +15+7= +22
Magic +10 (GMW & DF)
+3 power attack
+14 (4d6 holy/flame/shock)
+18.9 (critical)
=74.9

Holy Sword (double damage against evil)
4d6 +14
+44
+20
+6
+0 (no other magical effects)
+36.9
=120.9

Base AC 10
Size -1
Natural armor +8 (polymorph)
Dexterity -1
Haste +4 (boots)
dodge +1
Mithral Plate +5 +13
Large Animated Shield +5 +7
+4 deflection (holy aura)
Total AC: 45

Round 1:
Quickened Divine Power (8th)
Haste
Holy Aura (8th)
Round 2:
Quickened Divine Favor (5th)
Partial Attack/Full Attack
Round 3:
Partial Holy Sword (5th)/Full Attack
Rounds 4-7
Partial Attack/Full Attack

23 attacks only miss on a 1:
Round 2: 4 * 74.9 * .95 = 284.62
Rounds 3-7 : 19 * 120.9 * .95 = 2182.245 (holy sword)
Average total damage: 2466.865

Score = 2466.865 - 7(100)*.05 = 2431.865
 

Jairami

First Post
A Nearly Irresistible Wizard
Originally posted by Caliban

a wizard who's spells are actually difficult to resist, with 1st level spells having a save DC of 35 by the time your 20th level. It's all legal, but you have to be using the Forgotten Realms Guidelines:

-Take a Sun Elf from the Forgotten Realms (Stat mods: +2 Int, -2 Con)

-Put an 18 in Intelligence. (If using 32 point ability buy, you can put your stats at: Str 10, Dex 14, Con 10, Int 20, Wis 10, Cha 10)

-Make him a Wizard, and take Spellcasting Prodigy as his first level feat. Spellcasting prodigy gives you an effective +2 to your spellcasting attribute. This affects bonus spells, Saving Throw DC's.

-At first level your Wizard has an effective 22 Int, +6 to all his Saving Throw DC's (DC 17 for a 1st level spell!), and 2 bonus 1st level spells.

-If he's a general wizard, he can cast 3 first level spells, if he's a specialist he can cast 4 first level spells per day.

-At 3rd level you gain your 2nd level spell, and you can cast 3 a day (22 Int = 2 bonus 2nd level spells) if you are a regular wizard, 4 if you are a specialist.

-You gain a feat at 3rd level, take Spell Focus on your primary school Ill, or Enchantment are popular choices). You now have a +8 on Save DC's for spells of that school. (DC 19 for 1st level spells, DC 20 for 2nd level spells)

-At 4th level, increase your Int to 21 (23 effective)

-At 6th level you gain another feat, take Greater Spell Focus. Now spells of that school have a +10 to save DC's. (DC 21 for 1st level spells, DC 22 for 2nd, DC 23 for 3rd)

-At 8th level, increase your Int to 22 (24 effective.) This increases you DC bonus by +1, giving you a +11 to save DC's for your chosen school of magic, and a +7 to spells of other schools.

-9th level, you gain another feat, take Spell focus for another school of magic (you need this to qualify for the Archmage Prestige class).

-This gives you +11 to save DC's for your primary school, +9 to save DC's of your secondary school, and +7 to save DC's for spells of any other school.

-12th level. Increase your Int again, giving you a 23 (25 effective). You also gain a feat, take Skill Focus (Spellcraft) so that you now meet the feat requirements for the Archmage prestige class.

-By this time you have also gained 2 bonus feats from your wizard class, make one of them the Craft Wondrous Items feat. At 12th level you can then craft a Headband of Intellect +6 (which will cost you about 36,000 gp and 1,440 XP). This will raise your Int to 29 (31 effective), increasing your bonus spells and increasing your save DC modifier by 3.

This gives you +14 to save DC's for your primary school, +12 to save DC's of your secondary school, and +10 to save DC's for spells of any other school.

-At 13th level you gain your 7th level spells, and should qualify for the Archmage Prestige class (found in the Forgotten Realms guidelines).

-At 14th level take your first level of Archmage, making a 13 wizard/1 archmage. Take Spell Power +1 as your first High Arcana ability. This costs you a 5th level spell, and increases the save DC's of all your spells by +1, and gives you +1 on caster level checks to bypass Spell Resistance.

This gives you +15 to save DC's for your primary school, +13 to save DC's of your secondary school, and +11 to save DC's for spells of any other school.

-At 15th level you gain another feat, take Spell Penetration, giving you +2 on caster level checks. Take another level of Archmage and gain another High Arcana. Take Spell Power +2, which will cost you a 7th level spell and give you +2 to Save DC's and caster level checks to overcome Spell Resistance.

This gives you +17 to save DC's for your primary school, +15 to save DC's of your secondary school, and +13 to save DC's for spells of any other school. You also have a +5 bonus on caster level checks to overcome spell resistance.

-At 16th level you can take either a level of Archmage or a level of Wizard, whichever your prefer. You also get to increase you Intelligence by one, giving you a base 24 Int, 30 with the Headband of Intellect, and effective 32 Int because of the spellcasting prodigy feat.

This gives you +18 to save DC's for your primary school, +16 to save DC's of your secondary school, and +14 to save DC's for spells of any other school. You also have a +5 bonus on caster level checks to overcome spell resistance.

-At level 17 you gain your 9th level spells. Take another level of Archmage and select Spell Power +3 as your High Arcana ability. This costs you a 9th level spell slot, but you got a bonus 9th level spell when you Int reached 28.

This gives you +21 to save DC's for your primary school, +19 to save DC's of your secondary school, and +17 to save DC's for spells of any other school. You also have a +8 bonus on caster level checks to overcome spell resistance.

-At level 18 you gain another feat, spend it on Greater Spell Penetration, which will give you a total of +10 on your caster level checks to overcome spell resistance.

Assuming that you have the Wish spell at this point, use Scribe Scroll to create a Wish Scroll after you have gained 5,153 XP. Do this two more times, until you have 3 wish scrolls (if you can get Wishes from another source you may be able to skip this step.)

Once you have the three wish scrolls, wait until you have gained 10,000 XP more than you need for 18th level again, then cast Wish 5 times in a row to increase your Int by +5, giving you giving you a base 29 Int, 35 with the Headband of Intellect, and an effective 37 Int because of the spellcasting prodigy feat.

This gives you +23 to save DC's for your primary school, +21 to save DC's of your secondary school, and +19 to save DC's for spells of any other school. You also have a +10 bonus on caster level checks to overcome spell resistance.

At level 20 you can increase your Int one more time, giving you an effect Int of 38.

This gives you +24 to save DC's for your primary school, +22 to save DC's of your secondary school, and +20 to save DC's for spells of any other school. You also have a +10 bonus on caster level checks to overcome spell resistance.

You first level spells in your primary school have a save DC of 35, and your 9th level spells of that school have a save DC of 43.

You also automatically bypass any Spell Resistance of 31 or less. (You rolled 1d20+30 for caster level checks to bypass spell resistance.)

You also have an incredible number of bonus spells from your high intelligence.
 

Jairami

First Post
Another Nearly Irresistible Wizard
Originally posted by creepy

Okay spent a little time modifying the wizard posted by Caliban to represent the dark path taken by power hungry mages Thanks to Caliban for the work he did on this!
I don't have any of my books with me so I could have easily made some mistakes. Just let me know and I can fix them.
Another nearly irresistible Wizard.
Creepy
a wizard who's spells are actually difficult to resist, with 1st level spells having a save DC of 40 by the time your 20th level. It's all legal, but you have to be using the Forgotten Realms Guidelines:
-Take a Human from the Forgotten Realms (Region: Thay)
-Put an 18 in Intelligence. (If using 32 point ability buy, you can put your stats at: Str 10, Dex 14, Con 10, Int 18, Wis 12, Cha 10)
-Make him a Specialist Wizard(Illusion, Necromancy or Enchantment), and take Spellcasting Prodigy as his first level feat. Spellcasting prodigy gives you an effective +2 to your spellcasting attribute. This affects bonus spells, Saving Throw DC's.
-As your bonus feat for being a human take Tattoo focus(Gives you an effective +1 to the DC and caster level of spells cast from your specialty school.)
-At first level your Wizard has an effective 20 Int, +5 to all his Saving Throw DC's, +1 for tattoo focus (DC 17 for a 1st level spell!), and 2 bonus 1st level spells.
-He can cast 4 first level spells per day.
-At 3rd level you gain your 2nd level spell, and you can cast 3 a day (22 Int = 2 bonus 2nd level spells)
-At 3rd level take the Shadow Weave Magic Feat(+1 to the DC of all Enchantment, Illusion, and Necromancy Spells)You now have a +7 on Save DC’s for spells of your school.
-At 4th level, increase your Int to 19 (21 effective)
-At 5th level you can choose any of the metamagic(don’t’ pick any shadowweave metamagic feats) or item creation feats
-At 6th level you can take a level of Shadow Adept and will gain 3 feats Tenacious Magic, Pernicious Magic, Insidious Magic
-You gain a feat at 6th level, take Spell Focus on your primary school. You now have a +9 on Save DC's for spells of that school. (DC 20 for 1st level spells, DC 21 for 2nd level spells)
-At 7th level you can Take a level of Red Wizard of Thay(+1 to Spell DC)You now have a +10 on save DC’s for your school
-At 8th level, increase your Int to 20 (22 effective.) This increases you DC bonus by +1, giving you a +11 to save DC's for your chosen school of magic, and a +5 to spells of other schools. (+7 to spells of Enchantment, Necromancy or Illusion if they are not your primary)
-At 9th level you gain another feat, take Spell Focus. Now spells of that school have a +12 to save DC's. (DC 23 for 1st level spells, DC 24 for 2nd, DC 25 for 3rd)
-At 9th level you also gain another point of spell power for being a Red Wizard(+1 more to all DC’s from your school)You now have a +13 on save DC’s for your school
-At 11th level you gain another point of spell power for being a Red Wizard (+1 more to all DC’s from your school) You now have a +14 on save DC’s for your school.
-12th level, you gain another feat, take Spell focus for another school of magic (you need this to qualify for the Archmage Prestige class). I would suggest taking Illusion, Enchantment, or Necromancy depending on what you already have and what you have given up.
-This gives you +14 to save DC's for your primary school, +9 to save DC's of your secondary school, and +7 to save DC's for spells of Necromancy, Illusion, Enchantment if you haven’t chosen them as your focus schools. You have a +5 for any other school.
-12th level. Increase your Int again, giving you a 21 (23 effective).
-By this time you have also gained 2 bonus feats from your wizard class, make one of them the Craft Wondrous Items feat. At 12th level you can then craft a Headband of Intellect +6 (which will cost you about 36,000 gp and 1,440 XP). This will raise your Int to 27 (29 effective), increasing your bonus spells and increasing your save DC modifier by 3.
This gives you +17 to save DC's for your primary school, +12 to save DC's of your secondary school, and +10 to save DC's for spells of Necromancy, Illusion, Enchantment if you haven’t chosen them as your focus schools. You have a +8 for any other school.


-At 13th level you gain another point of spell power for being a Red Wizard (+1 more to all DC’s from your school) You now have a +18 on save DC’s for your school.
-At 15th you gain a feat, take Skill Focus (Spellcraft) so that you now meet the feat requirements for the Archmage prestige class.
-At 16th level you gain another point of spell power for being a Red Wizard (+1 more to all DC’s from your school) You now have a +19 on save DC’s for your school.
-At 16th level Increase your Int again, giving you a 22 (24 effective).(With the headband 28 (30 effective))This adds one to all your DC’s giving you a +20 on save DC’s for your school
-At 17th level take your first level of Archmage, making a 5 specialist wizard/1 Shadow Adept/10 Red Wizard/1 archmage. Take Spell Power +1 as your first High Arcana ability. This costs you a 5th level spell, and increases the save DC's of all your spells by +1, and gives you +1 on caster level checks to bypass Spell Resistance.
This gives you +21 to save DC's for your primary school, +14 to save DC's of your secondary school, and +12 to save DC's for spells of Necromancy, Illusion, Enchantment if you haven’t chosen them as your focus schools. You have a +10 for any other school.

-18th level you gain another feat, take Spell Penetration, giving you +2 on caster level checks.
-18th level Take another level of Archmage and gain another High Arcana. Take Spell Power +2, which will cost you a 7th level spell and give you +2 to Save DC's and caster level checks to overcome Spell Resistance.
This gives you +23 to save DC's for your primary school, +16 to save DC's of your secondary school, and +14 to save DC's for spells of Necromancy, Illusion, Enchantment if you haven’t chosen them as your focus schools. You have a +12 for any other school.
-At level 19 Take another level of Archmage and select Spell Power +3 as your High Arcana ability. This costs you a 9th level spell slot, but you got a bonus 9th level spell when you Int reached 28.
This gives you +26 to save DC's for your primary school, +19 to save DC's of your secondary school, and +17 to save DC's for spells of Necromancy, Illusion, Enchantment if you haven’t chosen them as your focus schools. You have a +15 for any other school.

At 20th level Increase your Int again, giving you a 23 (25 effective).(With the headband 29 (31 effective))This adds one to all your DC’s giving you a +20 on save DC’s for your school
-Level 20 take a level of archmage or shadow adept, it’s your call

Assuming that you have the Wish spell at this point, use Scribe Scroll to create a Wish Scroll after you have gained 5,153 XP. Do this two more times, until you have 3 wish scrolls (if you can get Wishes from another source you may be able to skip this step.) Once you have the three wish scrolls, wait until you have gained 10,000 XP more than you need for 20th level again, then cast Wish 5 times in a row to increase your Int by +5, giving you giving you a base 28 Int, 34 with the Headband of Intellect, and an effective 36 Int because of the spellcasting prodigy feat.

This gives you +29 to save DC's for your primary school, +22 to save DC's of your secondary school, and +20 to save DC's for spells of Necromancy, Illusion, Enchantment if you haven’t chosen them as your focus schools. You have a +18 for any other school. This translates to the following DC’s
1st 40
2nd 41
3rd 42
4th 43
5th 44
6th 45
7th 46
8th 47
9th 48
 

Jairami

First Post
Cast Ultima in D&D 3e –with a lot of planning
Originally posted by Psifon

Here is a simple Arcane Smackdown that is easily achieved by a CL16 character:
Take the following base character: Wizard 13/Arcmage3
Base Int: 18, + 4 for stat level bonuses = Int: 22
Feats: Craft Wonderous Item
Scribe Scroll (given)
Spell Focus: Evocation
Silent Spell

Skills: Max out Scry and Move Silently

Craft a Headband of intellect +6 (worn at all times)

With your archmage class take the Energy Substitution Arcane Lore (I forget the official name). This uses your 8th level slot, but this is won back with the headband above. Note, this ability is optional, but it adds style.
Using Energy Substitution, make the following scroll to keep handy at all times:
Silent Delayed Blast Fireball x2
Silent Delayed Blast Coldball x2
Silent Delayed Blast Ligtningball x2
Silent Delayed Blast Sonicball x2
Silent Delayed Blast Acidball x2

So here is the smackdown:

Surprise Round: Teleport Home

Spend 1-5 days observing the subject through a Greater Scrying spell to note his patterns, especially when he sleeps/rests. Once this is established, do the following

Cast contingency that “I teleport home the next time that I cast a Cone of Cold spell”

Greater Scrying in on the subject.
Cast Improved Invisibility, haste, fly, non-detection and any other defenses/buffs you want to pad yourself with.
Teleport in, flying, moving silently. If necessary, cast a silent advanced illusion to create cover for the beads that will soon be accumulating from the spells you are about to cast.

Round 1 cast two spells off the scroll, with a 5 round delay
Round 2 cast two spells off the scroll, with a 4 round delay
Round 3 cast two spells off the scroll, with a 3 round delay
Round 4 cast two spells off the scroll, with a 2 round delay
Round 5 cast two spells off the scroll, with a 1 round delay
Round 6 cast one more silent Delayed Blast Fireball and a silent Cone of Cold

Upon casting the Silent Cone of Cold, you automatically teleport home.

You then sit down in front of your scrying mirror, pour yourself a snifter of brandy, and survey the crater you have created by the 176d8 elemental ball damage and 15d6 of cone of cold damage, for a total of 844 points of damage on average before saving throws.

Note that if the target is sleeping he gets a –5 dexterity bonus for being “helpless” and having an effective dex of 0

It is not necessary to take the levels of archmage, but it adds pizzazz to inflict the varying damage types.

This is not an unbeatable attack, it can be easily countered with a Mordenkainen’s Private Sanctum among other spells, but you have to admit, it rocks!

One may argue that this is not a “real” arcane smackdown, because it does not take place in the first 1-2 rounds of combat. I disagree. The real power of the wizard class is their ability to determine the time and conditions of a combat. THAT is what an arcane smackdown should be about, not just how gross a character you can create (although that’s fun too).

Editor’s Note: This meets the qualifications for a smackdown, it exceeds 200 points of damage in a round (even if it entails a lot of preparation, all the damage takes place in one round), it is spectacular, it is entertaining to read, it is legal by the rules of the game, and it required great imagination, creativity, and investment of time to share with the community.

Therefore, it is indeed a smackdown.

--Forgive me if I have a somewhat glowing definition of this boards version of the word Smackdown. I think they are great fun.
 

Jairami

First Post
The Endless Horde
Originally posted by Aloïsius

These are not "200" damage smack, but, they are indeed fun.
The endless horde.
How many time have you fight the lich/demon/evil necromancer in the last room of this creepy dungeon ? How many time has this monster abused the fact that you were out of spell/hit point/charge ? Thanks to Magic Of Faerun, there is a way of having a vengeance. (using the traditional 16th spellcaster)
1)You need a wizard, or wizard-like PrC (Red Wizard, Shadow adept, Incantatrix...)
2)You need the 6th level spell Energy Transformation Field
3)You need Summon Monster 8
4)You need the attune gem feat

Attune your Gem with Energy Transformation Field, linked to Summon Monster 8 : 1d3 Celestial elephant. The triggering condition will be "when the Gem comes within 5 ft of the enemy". This one will loose all its spell ability, spell-like ability and supernatural ability, and most of its magic items will become useless. But the fun is that every attempt of using such capacity will instead summon 1d3 celestial elephant, who will likely charge, and smite the vile creature. Smite is a supernatural ability, and won't work, but will cause 1d3 new celestial elephant to be summoned the next round. The field is a 40 feet radius spread, so it will eventually fill the room. All you have to do is to cast from outside of the spread a spell like forcecage or wall of force, to be sure your enemy will not escape. Then watch your enemy trampled to death.
 

Jairami

First Post
The Right Form
Originally posted by Aloïsius

That's a 12 level character(human)
Wiz 1 Dodge Mobility
Wiz 2
Wiz 3 Combat Casting
Wiz 4
Wiz 5 Extend spell
Wiz 6 Endurance
Wiz 7
Wiz 8
Spelldancer 1 Persistent spell
Spelldancer 2
Spelldancer 3
Spelldancer 4 (any feat you want)

Each morning, spelldance for 4 round, and cast a persistent Fiend Form, choosing the Erinyes. For the remaining of the day, you will be immune to poison and fire, cold and acid resistance 20, able to see in darkness, even magical, able to communicate telepathically with any creature within 100 feet. Plus, you will have DR 10/+1, fly 50, SR 12, will be able to cast animate dead, charm monster, desecrate, invisibility, magic circle against good, major image, polymorph self, produce flame, see invisibility, suggestion, unholy blight and teleport without error AT WILL . Add charm person(any humanoid within 60 feet, save DC 18) summon baatezu and tongues (permanent)...
Good, no ? (I mean Evil, this is the spell descriptor).
For even more fun : a level 16 character (quiet the same as above...but...)
wiz 1 Dodge, Mobility
wiz 2
wiz 3 Combat casting
wiz 4
wiz 5 Energy substitution
elemental savant (air) 1 extend spell
elemental savant (air) 2
elemental savant (air) 3
elemental savant (air) 4 persistent spell
elemental savant (air) 5
elemental savant (air) 6
elemental savant (air) 7 endurance
elemental savant (air) 8
elemental savant (air) 9
elemental savant (air) 10 (any feat you want)
spelldancer 1

Same benefit as above, plus Fly 100 perfect, immunity to lightning, sleep, paralysis, stunning, critical hits or flanking...You take double damage from acid, but will absorb the 20 first... Continue as a spelldancer, to gain Evasion as soon as possible.
 

Jairami

First Post
Excerpts from Mr. Ginsu
Originally posted by Henry? Saved from destruction by Roland

It's only an extract of this thread, however.
And this thread was made "before" the "S&F errata", so the crit. range'll be worse.
Mr. Ginsu could be found in the "Sword and Fist created a Death Machine" thread. Now it's deleted.
Henry:
"Mr. Ginsu" is:
A hypothetical Fighter/Weaponmaster (10/10) with using a pair of +4 Vorpal Keen Bladed Gauntlets, and the feats Ambidexterity, TWF, ITWF, Weapon Focus (Bladed Gauntlets), Specialization (Bladed Gauntlets), Improved Critical, Power Attack, Cleave, Great Cleave, Expertise, Dodge, Mobility, and Spring Attack.
This would give him a minimum of 6 attacks around, and a crit range of 7-20 on the Bladed Gauntlets.
If opponents ever surround him, he can do a Great Cleave/Whirlwind combo with an extra 2 attacks from the ITWF. With the vorpal gauntlets he theoretically has around a 90% chance of killing 8 Solars if they ever surround him.

Actually, Mr. Ginsu only used one Bladed Gauntlet. I thought that people would think it incredibly ridiculous if I made a character with 2 +4 Vorpal, Keen Bladed Gauntlets. If I had made him use two weapons, I would have made him a Fighter 10/Weapons Master 9/Ranger 1.
Mr. Ginsu also used the Quickened Haste/ki Whirlwind combo to get 2 Whirlwinds a round. His chance to kill the 8 Solars was well over 90%, even though no one ever did a full calculation.

If opponents ever surround him, he can do a Great Cleave/Whirlwind combo with an extra 2 attacks from the ITWF. With the vorpal gauntlets he theoretically has around a 90% chance of killing 8 Solars if they ever surround him. [/B][/QUOTE]
IIRC, whirlwind is a full attack which only allows one attack at highest bab. AFAIK, you shouldn't get any other offhand attacks.

Whirlwind is a full round attack, for your primary hand. If you have ITWF, you still get your offhand attacks. It was a Sage Advice question.
It's just gets worse and worse every time you ask them about that combo...
keen weapons can be slashing or piercing weapons.
 

Jairami

First Post
Iaijutsu Smackdown
Originally posted by Furious Puffin

Hopefully this will work, as Enboards is acting kinda weird, saying that my I.P address was banned and then displaying it - as full stop.
This is a smackdown build around the Iaijutsu Focus skills and the Iaijutsu Master Prestige class from OA. For those who are no aware, the Iaijutsu Focus is a charisma based skill that allows you to do lots of extra damage (dependant on a skill check) if you a) catch your enemy flat-footed and b) and attack immediately after drawing a weapon

The character 4 samurai/ 1 fighter/ 1 ranger/ 10 Iaijutsu Master

Stats: 18 in dexterity and charisma. Everything else can be assumed to be 10, putting your bonus points into Charisma

Skills: 19 ranks of Iaijutsu Focus

Magic: Armour of Command from DotF for a charisma of 26
A ring of +10 to Iaijutsu Focus (Use the item creation rules in the DMG)
Boots of speed

Regular equipment: 2 Katanas and one wakizashi

Feats: (Only those in addition to class granted ones) - Fill up the rest with whatever else

Weapon Focus: Katana (Entry into Iaijutsu Master)
Weapon Prof: Katana
Quick Draw
Power Attack - Iaijutsu (OA)
Skills focus (Iaijutsu Focus)
Improved Initiative
Expert tactician
Imp two weapon fighting

The plan:

Confront your target and get within 5 feet of him, after activating boots of speed. Insult his mother - or whatever seems necessary and initiate combat. The 10th level Iaijutsu Master ability "Strike with no thought" to get a free surprise round. Resolve all attacks, win initiative (Initiative bonus of 16, and if your DM was stupid enough to let you Faerun stuff you could pull +20) and resolve all attacks again. Every round drop your weapon (free action) and quick draw a new one (free action) and use Iaijutsu Focus for extra damage. Your average skill roll will grant +9d6 and a further +1d6 from Power Attack - Iaijutsu (OA feat) and then a further +8 to every dice from the Iaijutsu Master for an almighty 125 damage average per strike before all other bonuses

Also, due to the Iaijutsu Master special ability "I don't have my copy of OA handy and will look it up later" , you can make two attacks with a Katana and still move - this implies that a double Katana attack is a partial action.

Opening (surprise) round

Katana attack/ Exp tact. attack/Haste Katana attack/ Exp tact. Attack

First round

Full Katana attack+ dual wakizashi attack/ Exp tact attack/Haste Katana attack/ Exp tact. Attack

Therefore over the course of the two rounds you have made a huge 20 attacks for an average 2500 points of damage if all attacks hit. Adding weapon damage you end up with 2610 points of damage, before the other guy has reacted.

The smack is unfortunately slightly conditional on that fact that nether party surprises the other (to allow you to get your surprise round) and one of the magic items in not official. Removing the ring drops the damage by 2d6+16 per attack and shaves of 410 damage from the combo, leaving it with 2200 damage. Any further charisma boosts add +20 damage per +2 to charisma.
 

Jairami

First Post
Pudding Smack! --Yes, pudding.
Originally posted by Ziggy

This is a smacked monster that will probably challenge most of those sultans of smack:
(BTW - If someone have questions regarding the legality of this monster - please tell me)

The CR12 smackdown monster is a:

half-celestial, half-dragon (gold), axiomatic black pudding !

It is immune to:

- acid (half-celestial)
- cold (half-celestial)
- electricity (half-celestial)
- fire (half-dragon)

It has sonic resistance 15 (axiomatic) and Spell resistance 20 (axiomatic). [Note: If you increase the HD of the pudding slightly to 13, it will get sonic resistance 20 and SR 25. This will not change CR]

It is also immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorping [Note: Some of these might disappear when it gets Intelligent, it is AFAIK not covered by the rules]

It has wings and can fly, and breathe a 6D10 (DC20) cone of fire (1/day). It has bite and 2 claws, each doing 2D6 (2D4 claw) + 9 + 2D6 acid damage. And it will destroy weapons and armor with acid. It's also reasonably intelligent (INT 5, WIS 5).

But the real killer is the black puddings immunity to weapons, if it is damaged by any weapon it will instead split into two identical creatures, each with half the original's hit points, but with all special abilities.

It's going to be a bitch to damage, only a few spells work on it (e.g. force and death), and those must beat SR. And it doesn't matter how much melee damage you do, its only going to split it into two monsters.

If you want to be nasty you could slap a Beast of Xvim onto it, then it will be CR13, but can feed on humanoids to increase HD. Let one out in a farming community, and watch it split and grow, split and grow .....

.Ziggy
 

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